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*Pathfinder & Starfinder
What are the elements of a good published campaign/module/adventure path?
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<blockquote data-quote="howandwhy99" data-source="post: 6232525" data-attributes="member: 3192"><p>Any good adventure is a game for players to improve at, not a path for their characters to follow. Remember, pretending a character is not required to play D&D. Go back to your wargame sensibilities. Read up on wargame scenarios and why so many of those were published. That's where D&D gets adventure modules from, places like Advanced Squad Leader. </p><p></p><p>Good adventures should: be balanced, built from the game rules (duh), have a high degree of variance, be a dynamic situation throughout its evolution, not include pre-determined outcomes beyond the rules (no guaranteed places or people the PCs must meet), offer numerous options to achieve any singular objectives within (any 1 of 3 keys opens the door is poor, all the ways you can checkmate a king is good), and my preference for D&D: not determine objectives for the players. Good adventures should provide the appropriate ratios of XP-gaining challenges for all characters classes too. Everything else is more or less easily modified. Put the pyramid adventure in the snowy north, use the cave one in a high mountain peak, change the unnamed NPC duke to the named NPC leader of a local territory, and so on. Integrate all modules into the campaign world growing from play, balanced as appropriate to alignment and level.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6232525, member: 3192"] Any good adventure is a game for players to improve at, not a path for their characters to follow. Remember, pretending a character is not required to play D&D. Go back to your wargame sensibilities. Read up on wargame scenarios and why so many of those were published. That's where D&D gets adventure modules from, places like Advanced Squad Leader. Good adventures should: be balanced, built from the game rules (duh), have a high degree of variance, be a dynamic situation throughout its evolution, not include pre-determined outcomes beyond the rules (no guaranteed places or people the PCs must meet), offer numerous options to achieve any singular objectives within (any 1 of 3 keys opens the door is poor, all the ways you can checkmate a king is good), and my preference for D&D: not determine objectives for the players. Good adventures should provide the appropriate ratios of XP-gaining challenges for all characters classes too. Everything else is more or less easily modified. Put the pyramid adventure in the snowy north, use the cave one in a high mountain peak, change the unnamed NPC duke to the named NPC leader of a local territory, and so on. Integrate all modules into the campaign world growing from play, balanced as appropriate to alignment and level. [/QUOTE]
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What are the elements of a good published campaign/module/adventure path?
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